Question by
Sylon87 · Sep 30, 2018 at 03:07 PM ·
linerendererlinecurveline rendererline drawing
issue with LineRender start from 0
hello. i'm trying to learn the bazier curve, by follow a tutoria, I do exactly the same things that I saw on the tutorial but I can't figure out why my curve is starting from 0.0 here is my code and my screen of unity.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bezier : MonoBehaviour
{
[SerializeField]
private LineRenderer lineRenderer;
[SerializeField]
private Transform point0,point1,point2;
private Vector3[] positions = new Vector3[50];
private int numOfPoints = 50;
// Use this for initialization
void Start ()
{
lineRenderer.positionCount = numOfPoints;
}
// Update is called once per frame
void Update ()
{
//DrawLinearCurve();
DrawQuadraticBazierCurve();
}
private void DrawQuadraticBazierCurve()
{
for (int i = 1; i < numOfPoints; i++)
{
float t = i / (float) numOfPoints;
positions[ i - 1] = CalculateQuadraticBezierPoint(t,point0.position,point1.position,point2.position);
}
lineRenderer.SetPositions(positions);
}
/*private Vector3 CalculateLinearBezierPoint (float t, Vector3 p0, Vector3 p1)
{
return p0 + t * (p1 - p0);
// P = P0 + t ( P1 - P0 )
}*/
private Vector3 CalculateQuadraticBezierPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2)
{
float u = 1 - t;
float tt = t * t;
float uu = u * u;
Vector3 p = uu * p0;
p += 2 * u * t * p1;
p += tt * p2;
return p;
// B(t) = (1-t)2P0 + 2(1-t)tP1 + t2P2
}
someone can help me to figure out what i'm doing wrong?alt text
screen1.png
(328.7 kB)
screen2.png
(314.6 kB)
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